ZBrushCentral

Stumped! - my textures are mirrored in ZB3!?

When I use the COL>TXR button on the Texture Tool Panel, it grabs the polypainting and copies it to the the current texture slot in the texture palette. Only problem is that it’s flipped/mirrored!

Example:

  • I create a sphere and make it a polymesh 3D
  • I create a new 2048x2048 texture
  • I press GUV tiles in the Texture Tool Panel
  • I Divide a couple times for better resolution
  • I hit TEX>COL so I can start polypainting
  • I polypaint the word “See?” on the sphere
  • I press COL>TEX
  • The polypainting is copied to a texture, but if I use Fill Layer to examine it, the writing is mirror-backwards and says: “?eeS” (with each letter backwards as well)

This isn’t something I can just flip in photoshop because the UVs caused the texture to be split into various odd pieces, with each piece having part of the reversed word. If I flip the whole texture, the pieces aren’t in the right spots anymore. I took some screenshots and attached them here:

see1.jpg
see2.jpg

I’ve been through the forums for an hour trying to find this issue and a solution, but no joy. I’d really appreciate any insight into getting this working properly.

Thanks.

Attachments

see1.jpg

see2.jpg

It’s not important how the texture looks in Photoshop or any other “flat” program. What matters is how it looks when applied to your model. Does the texture look right on the model itself? If so, then there’s nothing wrong.

For most programs you do need to flip the texture vertically before exporting from ZBrush. A few require you to flip horizontally instead, or in addition to the vertical flip.

Thanks aurick. Yes, actually I am having trouble with the finished model (in 3DS Max) – should have mentioned that in my first post.

I have tried every combination of flipping the texture in photoshop and using the U and V tiling setting in 3DS Max, and the end result is always the same: either the texture is mapped incorrectly and looks like several disjointed pieces tacked on (UVs don’t match up) or it looks smooth and perfect…but mirrored, like this screenshot.

see3.jpg

It must be an issue with how the UVs are exported, because the model looks right in ZBrush. I have tried exporting with and without the “Flip” option, but it doesn’t seem to make a difference either way…

Attachments

see3.jpg

I found the solution!

The reason it was mirrored is because of a setting is the Preferences menu under import/export. By default iFlipY and eFlipY are selected (meaning the model is flipped on the y axis on import and export). When I deselect these, everything appears correctly in MAX.

Simple – should have checked that way sooner :confused:

Thanks for the help above!